Joel · Environment Artist, PU teamSure. We tried to use larger brushes to build these locations out. In past locations, it could get very granular, like a hallway would be made of a lot of small pieces, and that would work well for these interior locations. But when you're on ArcCorp, the level at which you see these locations can vary from up close to low atmosphere to very far away. So we had more view distances to consider when we're making these locations. So one of the approaches we used was to just combine a lot of these brushes into bigger brushes to reduce the draw calls, which is one of the main killers of frame rate, draw calls. And we could get away with a lot more aggressive LODs, because ArcCorp, it's a planet full of a city, so it looks very busy on its own, so we could get away with a lot more aggressive LODing, because at a distance the details just kind of blur together and you get just this big picture of a city. You're not really focusing on, oh, there's this one tree out in the middle of the open, and I can see on one LOD state it's got leaves and the next it doesn't. But because it's surrounded by a lot of noise, we can go a bit more hard on our LODs as well.